TM-058
4th printing
Table of Contents
I. INTRODUCTJON 1
1.1 Physical Description of Came 1
1.2 Summary of Game Play 1
II. SPECIFICATIONS 3
2.1 General 3
2.2 Electrical 3
2.3 Environmental
2.4 Owner/Operator Options for
Structuring of Play
2.5 Accessories Available on
Separate Order
111. THEORY OF OPERATION
3.1 Functional Description of Game
3.2 General Information
3.2.1 Energizing the Game
3.2.2 TV Monitor
3.2.3 Picture on TV Screen
3.3 Game Sequence
3.3.1 Operating Modes
3.3.2 Attract Mode
3.3.3 Game Sequence in Play Mode
3.3.4 Owner/Operator Options
3.4 Detailed Technical Description
of Operation
3.4,1
3.4.2
3.4.3
3.4.4
3.4.5
3.4.6
3.4.7
3.4.8
3.4.9
3.4.10
3.4.20 Brick Hit Sound Generator
3.4.21 Paddle Player Controls
and Paddle Generator
3.4.22 Numerals Display Generator
3.4.23 Sound Summing and Audio
Out Driver
IV. INSTALLATION INSTRUCTIONS 13
4.1 Unpacking Instructions 13
4.1.1 Examination for Shipping
Damage
4.1.2 Mechanical Inspection
4.2 Energizing the Game 13
4.2.1 Application of AC Power
3.4.11
3.4.12
3.4.13
3.4.14
3.4.15
3.4.16
3.4.17
3.4.18
3.4.19
General Information
Clock Generator
Sync Countdov^^n Chains
Picture Rotation Logic
Povi^er Supply
Coin Recognition
Q Latch and Antenna
Start Recognition
Free Game Selector
Credit Accumulator and
Start Lamp Drivers
Brick Display
Playfield Generator
Points Counter
Player Score Registers
Empty Wall Detector
Serve Wait
Ball Serves Counter
Ball Motion Counters
Ball Hit and Motion
Controls
3
5
5
5
4.2.2 Check on Operation of
Interlock Sv^/itches
4.3
Game Structuring
14
4.4
Functional Check of Game
Operation
4.4.1 Check of Attract Mode
4.4.2 Check of Play Mode
14
5
V. MAINTENANCE AND ADJUSTMENTS
17
5.1
Routine Maintenance
5.1.1 Cleaning
5.1.2 Lubrication
17
5.2
Adjustments on TV Monitor
17
8
5.3
Adjustment of Speaker Volume
17
VI. TROUBLESHOOTING AND REPAIR
19
6.1
General Procedure
19
6.2
6.1.1 Identifying the Trouble Area
6.1.2 Locating the Trouble Cause
6.1.3 Correcting the Trouble Cause
6.1.4 Verifying Correct Game
Operation
Test Equipment 20
6.2.1 Basic Test Equipment
6.2.2 Optional Test Equipment
6.3 Specific Troubleshooting Information 21
6.3.1 Coin Mechanism
6.3.2 TV Monitor
6.3.3 Antenna Static Modification
VII. SCHEMATICS, DRAWINGS, AND
PARTS LISTS
23
1. INTRODUCTION
■ 1
1.1 PHYSICAL DESCRIPTION OF CAME
Atari's "Breakout" is a skill-based video action
game designed for one or two players. The game is
packaged in its own distinctively-styled cabinet that rests
directly on the floor. Two cabinet versions, an upright
cabinet and a cocktail table cabinet, are available. The
upright cabinet has a 19-inch black-and-white TV
monitor mounted behind an inclined transparent
plexiglass panel. The monitor chassis is tilted back in
a nearly horizonlal position and the players stand in
front, looking down at the screen. (Drawing number
A004835 in Section Vli of this manual shows an ex-
ternal view of this cabinet.) Several strips of colored
transparent material are affixed to the glass on the
front of the TV tube. During play these strips filter
light coming from the screen so that certain portions
of the TV picture will appear highlighted in color.
One set of player controls and two "start" push but-
tons are mounted on a panel near the bottom end of
the TV screen nearest the players. Two identical coin
mechanisms also are mounted on the front of the
cabinet, below the player controls. They accept
quarters only and are connected so that either can
initiate play. The cash box is located behind a locked
access door to the coin mechanisms. A speaker is
mounted in the top portion of the cabinet, above
the TV screen. During play it produces a variety of
sounds that add to the game excitement.
In the cocktail table cabinet the 19-inch black-
and-white TV monitor is mounted beneath the table top,
with its screen facing up. The TV tube is recessed below
the table surface and a transparent plexiglass sheet pro-
tects it from damage. Two sets of player controls, one set
near each end of the TV screen, are mounted on flat
panels that are recessed into the table top. Two "start"
push buttons are also provided, one along with each set
of player controls. Two identical coin mechanisms are
mounted halfway between the sets of player controls, on
a side panel of the rectangular-shaped base that supports
the table top. The cocktail table cabinet is provided with
two speakers; each is mounted on a side panel of the
base, below a set of player controls. The speakers are
connected in parallel so that they both produce identical
sounds. (Drawing number A005610 shows an external
view of the cocktail table cabinet.)
1.2 SUMMARY OF GAME PLAY
"Breakout" is a ball-and-paddle game in which a
player's objective is to build up the highest possible
point score by hitting balls toward a wail of bricks. Each
time a ball hits a brick, points are added to the player's
score. Then the brick disappears and the ball rebounds.
Bricks at the rear of the wall are worth more score points
than those at the front. Player-accumulated scores are
displayed continuously on the TV screen. Besides re-
bounding from bricks and from the player's paddle, the
ball will also rebound from the play-field's two sidewall
boundaries and from the backwall boundary behind the
wall of bricks.
The player controls consist of a lighted "serve"
push button and a "paddle" knob. Depressing the
"serve" button causes a ball to appear on the TV screen
and start moving toward the player. Twisting the knob
causes the paddle to move back or forth along a
straight-line path parallel to the end of the TV screen
farthest from the wall of bricks. During play the player
must manipulate the knob so that the paddle will move
to a position that lies in the ball's path. If the player
succeeds in doing this, the ball will hit the paddle and
rebound back towards the wall of bricks. But if the
player misses, the ball will pass by the paddle, continue
on and finally disappear from the TV screen. To cause a
new ball to appear the player must then depress the
"serve" button again. The game only serves a preset
number of balls, but the number of volleys made on any
one ball is limited only by the player's skill.
Players will receive a large number of score points
for a "breakout," that is, for clearing away an opening in
the wall of bricks and then paddling a ball back through
the opening. When this happens the ball rebounds back
and forth between the backwall boundary and the
high-value bricks, thus adding multiple points to the
player's score for every brick hit. After a "breakout," the
ball does not travel back toward the player's paddle until
it finally rebounds back out through an opening in the
wall of bricks.
To make the game more challenging for skillful
players, during any one serve the ball speed increases in
steps as the player makes more and more volleys, and it
immediately increases to the fastest speed as soon as a
brick on the back rows of the wall is hit. Besides these
increases in speed, during any volley when a "break-
out" occurs the width of the paddle is reduced to one
half its normal size. The play sequence ends after the
player misses a volley on the last ball served and that
ball has disappeared from the TV screen.
The following three types of sounds are produced
during game play as the ball hits various objects: a
bounce sound when the ball hits the sidewall or
backwall boundaries, a "blip" sound when it hits the
paddle, and a "tick" sound for each score point when it
hits bricks. A fourth buzzing sound is produced each
time a player's score reaches a preset achievement level,
provided that the game has been structured by an
owner/operator option to allow bonus game credits.
In a two-player game, on the upright cabinet ver-
sion the players take turns using the same set of player
controls. On the cocktail table cabinet, each player has
a separate set. The game's electronic circuitry includes a
memory that "remembers" the brick pattern indepen-
dently for each player. This feature insures that player 2
will not benefit from player 1 's skill at making a "break-
out" opening in the wall of bricks, and vice versa. On
the cocktail cabinet version only, at the conclusion of
each serve in a two-player game, the TV picture is ro-
tated ^Q0°. This is done so that the paddle end of the
screen will be closest to the player whose turn it Is to
depress the "serve" button.
Section III of this manual gives additional details
about the game play and describes the owner/operator
options.
ILSPECIFICATIONS
2.1 GENERAL
Upright Cabinet
Dimensions:
Cocktail Table
Cabinet Dimensions:
TV Monitor:
Coin Mechanisms:
Cash Box:
Power Cord:
2.2 ELECTRICAL
Power Requirement:
Fusing:
Power Interrupt
Switches:
Height 65y4 in., Width 25y4
in., Depth U^a in.
Height 30 ih., Diameter
of Table Top l^Vh in.
Motorola Model XM501,
black and white, with 19-
inch screen.
Two identical mechanisms
(connected in parallel); ac-
cept quarters only.
Removable; located behind
locked access door to coin
mechanism assembly.
Approximately 6 ft. long, ex-
tending from rear of cabinet
and having grounded
three-prong plug for con-
ventional wall outlets.
Uses conventional wall out-
let providing 60-cycle AC (60
Hz, single phase) at 110
volts; power consumption
rated at 210 watts.
All fuses located inside
cabinet; TV monitor has two
1-amp fuses and remainder
of game is protected by a
2-amp slow-blow fuse.
Upright cabinet has one
switch located inside cab-
inet at access panel on rear.
Cocktail table cabinet has
three switches — one at side
access panel, one beneath
hinged table top, and one at
hinged access door to coin
mechanism assembly. These
are safety switches that
interrupt AC power to the
game whenever the panel is
unlocked and opened, and,
in the case of the cocktail
table cabinet, also whenever
the coin mechanism assem-
bly access door is opened or
the table top is unlatched
and lifted up.
2.3 ENVIRONMENTAL
Operating and Storage from 32° F to 12(f F (Ambient
Temperature Range: Temperature)
Relative Humidity: from 0% to 80% without con-
densation
2.4 OWNER/OPERATOR OPTIONS FOR
STRUCTURING OF PLAY
• Game Credits adjustable for either 1 credit/coin
or 2 credits/coin.
• Number of ball serves adjustable for either 3 or 5
serves per play.
• Bonus Credit for high player score: choice of no
credit, or one credit for attainment of preset level
of points (adjustable in 100-point steps).
NOTE: A speaker volume adjustment is also provid-
ed.
2.5 ACCESSORIES AVAILABLE ON SEPA-
RATE ORDER
Video Probe: order from Atari
Universal Test Fixture: order from Atari, catalog
no. TF-101
THEORY OF OPERATION
3.1 FUNCTIONAL
GAME
DESCRIPTION OF
The block diagram in Figure 3-1 shows the major
functional parts of the "Breakout" game and their
interconnections. Note that the game printed circuit
board sends a "composite video" signal to the TV
monitor and a separate "audio" signal to the speak-
ers. Only the cocktail table cabinet version has two
speakers and tw^o sets of player controls.
SERVE
push butU
PADDLE
push butto
lamps
COIN MECHANISMk
J hechanismL
>nly ^
I SPE
GAME
PRINTED
CIRCUIT
BOARD
Figure 3-1
Functional Block Diagram of
"BREAKOUT" Game
3.2 GENERAL INFORMATION
The general information about the "Breakout"
game given here provides a background for under-
standing the Installation Instructions in Section IV of
this manual, and the description of game operation
in paragraphs 33 and 3.4.
3.2.1 ENERGIZING THE GAME: The game does
not have an external "Power On" switch. Instead it
is energized as soon as the power cord is plugged
into an active AC wall outlet. This outlet must pro-
vide the AC power listed in the Specifications (Sec-
tion II of this manual).
3.2.2 TV MONITOR: The game's TV monitor is a
self-contained transistorized television monitor
supplied to Atari by Motorola. Because the compo-
site video signal sent to the monitor by the game
control circuitry differs in certain important respects
from the signal derived from commercial TV broad-
casts, the picture appearing on the screen is unlike
that of a home TV set and the monitor does not
produce any sound.
3.2.3 PICTURE ON TV SCREEN: The game's
composite video signal is constructed to produce
only two video levels (white and black), instead of
the more or less continuous shades of gray seen on
a home TV screen. Figure 3-2 shows a typical picture
that would appear on the screen during play and
identifies the objects in the picture. The score of the
player up will be blinking on and off. The complete
wall of bricks consists of 8 rows, with 14 bricks in
each row. Four transparent strips, each a different
color, are affixed to the surface of the picture tube
so that each strip covers two rows of bricks. Drawing
no. A004856 in Section VII of this manual shows a lo-
cation diagram for the strips on the upright cabinet
version and identifies the color of each strip. A fifth
colored strip is placed over the narrow rectangular
region of the screen in which the paddle is allowed
to move back and forth. On the cocktail table
cabinet two sets of brick strips are affixed, one set
near each end of the TV tube, but the paddle strip is
omitted. Two sets of brick strips are used because
on this cabinet version the picture is rotated 180°
after each serve in a two-player game.
backwall boundary-
number of
player
up now
score for
Player 1
back row
WALL
OF BRICKS
front row
left sidewall
boundary
number of
ball being
played now
score for
Player 2
right
sidewall
boundary
ball
paddle
(side of picture closest
to player's controls)
Figure 3-2 Typical Picture During Play
3.3 GAME SEQUENCE
3.3.1 OPERATING MODES: During use the
"Breakout" game can be described as operating in
either of two modes, attract or play. Plugging the
power cord into an active AC outlet energizes the
game and it starts out in the attract mode. The game
remains in the attract mode until a player deposits a
coin and the coin clears the coin mechanism, at
which point a signal derived from the coin
mechanism causes the game to go into the play
mode. The game remains in the play mode until the
player misses a volley on the last ball served. The
game then reverts back to the attract mode, unless
one or both "start" push buttons are lighted.
3.3.2 ATTRACT MODE: Figure 3-3 shows a typical
picture that w/ould appear on the TV screen after
completion of a play sequence in the play mode.
After initial application of AC power the picture in
the attract mode may vary somewhat from that
shown in the figure; refer to paragraph 4.4 in Sec-
tion IV of this manual for a description of the varia-
tions. In the attract mode the two player scores re-
main showing, but neither score will be blinking.
The pattern of missing bricks (if any) will be the
same as the pattern that was showing during the last
moment in the play mode. No sounds are produced
during the attract mode and neither "start" push
button will be lighted.
A comparison of the pictures in Figures 3-2
and 3-3 will reveal the following differences between
both modes. Within four seconds after the game re-
verts to the attract mode, a ball will automatically be
served and will start moving toward the paddle end
of the screen, and the number shown in the upper
right corner of the screen will increase by 1 . How-
ever, at the end of the screen closest to the player
controls the single paddle has been replaced by a
solid line that represents a full "row" of many pad-
dles. Therefore the ball will always rebound off a
paddle and change direction; the ball cannot disap-
pear off the end of the screen.
In the attract mode, each time the ball hits
against a brick it will rebound, but bricks will not
disappear and the score numerals will not change.
This continuous ball motion serves to attract the at-
tention of potential players.
ball
solid ''row" of paddles
Figure 3-3 Typical Picture During Attract Mode
3.3.3 PLAY MODE: The game's circuitry has a
credit accumulator that can keep track of as many as
15 game credits. One credit is subtracted from the
accumulator at the beginning of a one-player game,
and two credits are subtracted at the beginning of a
two-player game. Just after initial application of AC
power the deposit of coins will cause credits to be
added. A game owner/operator option can be set so
that deposit of one coin adds one credit, or else so
that it adds two credits. {The game's options are de-
scribed in subparagraph 3.3.4.) During the first and
subsequent play sequences one credit will also be
added each time a player attains a preset bonus
score level, provided that a second owner/operator
option has been set to allow bonus credits. The
game's two start push buttons are engraved with the
words "One Player Start" and "Two Player Start,"
respectively. Lamps behind the one-player button
light up whenever at least one credit is remaining in
the credit accumulator, and behind the two-player
button whenever at least two credits are remaining.
With credit in the credit accumulator, as the
next step in play mode a player must depress a
lighted start button. (Depressing a lighted start but-
ton later during a play sequence while a ball is ap-
pearing on the screen, or between ball serves, has
no effect on game operation.)
The game then responds as follows:
(a) Credit is subtracted from the credit ac-
cumulator.
(b) If no credits are remaining in the credit ac-
cumulator, both start buttons go dark; if
only one credit is remaining, just the "Two
Player Start" button goes dark.
(c) The picture on the TV screen changes. Spe-
cifically, the ball disappears, both scores are
reset to all zeros, a full set of bricks (8 rows
of 14 bricks each) is restored, a single paddle
replaces the full "row" of paddles, the
player up number is reset to "1," the ball
number is reset to "1," and player 1's score
begins to blink.
(d) The serve push buttons light up. (Upright
cabinet version has only one serve button.)
(e) The paddle knob is enabled, so that twisting
it will cause the paddle to move. (On
cocktail cabinet version only one paddle
knob will be enabled at a time.) However,
no sound will be produced yet, and no ball
appears on the TV screen.
As the next step a player must now depress a
lighted serve button. (On the cocktail cabinet ver-
sion both serve buttons are enabled; therefore only
the player up should depress the button,) As the re-
sponse to doing this, within four seconds or sooner
a ball will appear about midway along the TV screen
and will slowly move toward the paddle end of the
picture. This is the slowest of four possible ball
speeds.
The ball's initial direction will be random. Al-
though one component of its direction will always
be toward the paddle rather than toward the bricks,
the ball may even hit a sidewall boundary before it
reaches the paddle end of the picture. The ball is
never allowed to move in a direction exactly per-
pendicular to the front surface of the paddle, toward
the bricks or to any (of the boundaries. As soon as
the first ball appears, the serve buttons go dark, but'
the ball number in the upper right corner of the pic-
ture remains at "1." On subsequent serves, how-
ever, the number will be increased by 1 each time a
new ball appears.
With the ball moving on the TV screen, the
player must now try to volley, that is, try to manipu-
late the paddle knob so that the paddle will move to
a position that intercepts the ball before it escapes
off the screen. If the player succeeds, the ball will
rebound off the paddle and move back toward the
wall of bricks.'The "blip" sound will be produced
whenever the ball hits the paddle, and the bounce
sound whenever the ball hits a boundary.
Whenever the ball now hits a brick, that brick
will disappear and the ball will rebound. But only
one brick can disappear at a time; the ball must hit
the backwall boundary or the paddle before another
brick can disappear. A "tick" sound is produced to
represent each point of the brick's score point
value, as follows: Bricks in the first two rows nearest
to the paddle are worth 1 point each; bricks in the
next two rows are worth 3 points each; those in the
next two rows 5 points each; and those in the two
rows farthest from the paddle are worth 7 points
each. Therefore the entire wall of bricks represents a
total of 448 score points.
A serve ends right after the player fails to volley;
the serve buttons light up as soon as the ball has dis-
appeared off the end of the screen. To continue the
play sequence a player must again depress the serve
button. During two-player games the player-up
number in the upper left corner of the picture
changes from "1" to "2" after player 1 misses a vol-
ley, and vice versa. Each player in a two-player game
receives an equal number of serves.
The play sequence continues as described
above until all the balls set up by a third owner/
operator option have all been served. If no credit is
remaining in the credit accumulator at this time,
then the game reverts back to the attract mode. But
the game will remain in the play mode if one (or
both) start buttons are lighted, because this means
that credit is still remaining in the credit ac-
cumulator. After the game reverts to attract, it au-
tomatically "serves" itself a new ball and adds "1" to
the ball number in the upper right corner of the
screen. This ball cannot escape, however, because it
cannot get past the solid row of paddles that appear
in the picture in the attract mode.
Besides the slowest ball speed already de-
scribed, during any one serve three speed-ups are
possible. The first speed-up occurs upon the 4th hit,
and a second, faster speed-up occurs on the 12th
hit. Ball speed changes to a fourth, fastest speed
immediately after a high-point (either 5-point or
7-polnt) brick is hit, regardless of what it had been
beforehand. Ball speed is restored to the slowest
value at the beginning of each serve.
When the ball intercepts the paddle it will re-
bound in any of 4 directions, depending on which
portion of the paddle was hit (see Figure 3-4). This is
still the case even after the paddle has been reduced
to half its normal width. Note that the ball is not al-
lowed to move in a direction perpendicular to the
front surface of the paddle, or perpendicular to the
edge of the paddle.
If a player is skillful enough to knock away all
bricks, as soon as the ball subsequently hits either
the backwall boundary or the paddle a second full
set of bricks will appear. The player can then earn
additional score points by knocking away bricks in
this second set. No extra serves are given however,
and no additional bricks will be added after this sec-
ond set. This feature means that the game's highest
attainable score is limited to 896 points (two walls of
bricks each worth 448 points).
After a "breakout" occurs and the ball has en-
tered the region of the picture between the rear-
most row of bricks and the backwall boundary, it
does not interact with any of the score or other nu-
merals. Instead it merely passes through them with-
out any effect on its motion,
BALL DIRECTIONS
NOTES: 1) Angle of rebound is determined by
which portion of the paddle that the
ball hits. The ball's angle of incidence is
irrelevant.
2) The angles of rebound become more
perpendicular as ball speed increases.
3) The diagram above, with four sections,
still applies after paddle width has been
reduced to half the normal value.
Figure 3-4 Diagram of Ball Rebounds off Paddle
3.3.4 OWNER/OPERATOR OPTIONS: The 'Break-
out" game has three options which the owner/
operator can adjust at the game site in order to
structure the play sequence, that is to change some
of the game rules or the duration of play. A fourth
option allows the owner/operator to use a single
type of game printed circuit board In both the up-
right and cocktail table versions of the game cabinet.
Paragraph 4.3 in Section IV of this manual gives de-
tailed instructions for adjusting these options. The
game also has a speaker volume adjustment (refer to
paragraph 5.3 in Section V).
(a) Game Credits Option. This option consists
of a two-position switch. When In one position, the
game is structured to add one credit into the credit
accumulator each time a coin Is deposited and clears
the coin mechanism. When in the other position,
two credits are added.
(b) Bonus Credit Option. This option consists
of a miniature switch assembly having four switches.
One combination of switch settings prevents the
award of any game credits, regardless of the player
score. The other combinations determine the score
achievement level that a player must attain so that
one credit will automatically be added into the credit
accumulator.
(c) Number of Ball Serves. This option also con-
sists of a two-position switch. One position allows a
maximum of 3 balls to be served to each player per
play sequence; the other position allows 5 balls.
(d) Picture Rotation. This option consists of
another two-position switch; Its position will be de-
termined by the cabinet version in which the game
PCB Is installed. When the switch is in the position
for the upright cabinet, the picture on the TV screen
will never rotate. When in the other position, for the
cocktail table cabinet, during a two-player game the
picture rotates 18(f after each serve is completed
and the ball disappears off the screen. (After installa-
tion of the board in a cabinet this switch needs to be
set only once.)
3.4 DETAILED TECHNICAL DESCRIPTION
OF OPERATION
3.4.1 GENERAL INFORMATION: This subsection
gives a technical description of the game's elec-
tronic circuitry. Drawing number 004533 Is a four-
sheet schematic diagram of the circuitry on the
printed circuit board, and drawing number A004533
is the PCB assembly drawing showing the locations
of the components called out on the schematic. The
position of each integrated circuit device is iden-
tified by a column letter designation (A through N),
and by a row number designation (1 through 9).
Drawing number 004847 is a schematic of the har-
ness wiring inside the game cabinet. These drawings
and a schematic diagram of the TV monitor's cir-
cuitry are included In Section VI! of this manual.
On the PCB schematic the symbol P (appearing
at various inputs to logic gates and other Integrated
circuits) indicates a connection to +5 volts through a
pull-up resistor.
In the subparagraphs that follow, the portions
of the circuitry being described can be located on
the PCB schematic by finding the intersection of the
zone letters (A, B, C or D) and the zone numbers (1
through 8). For example, the designation Sheet 1,
Zone A 8 refers to the extreme lower left corner of
sheet 1 of the schematic.
3.4.2 CLOCK GENERATOR (SHEET 1, ZONES 7 &
8): The output of a 14-MHz crystal-controlled oscil-
lator drives counter F1, which produces the signal
CkSCO at Its A output and CKBH at Its B output.
After gating the signal CLOCK is produced at HI pin
11. These three timing signals provide the basic
clock synchronization for the game circuitry.
3.4.3 SYNC COUNTDOWN CHAINS (SHEET 1,
ZONES D 4 THROUGH 6): Counters LI and K1 form
the horizontal countdown chain, and Ml and N1
form the vertical countdown chain. They count
down the CLOCK signal's frequency to produce the
timing for the H SYNC and V SYNC signals. This tim-
Ing forms the basis for the horizontal and vertical
synchronization information sent to the TV monitoi
on the composite video signal.
3.4.4 PICTURE ROTATION LOGIC (SHEET 4,
ZONES D 6 THROUGH 8): When structuring switch
S2 is In the "normal" position (meaning that the
board Is installed in an upright cabinet), the PLAYER
2 CONDITIONAL signal Is always low. But when
switch S2 Is In the "C/C" (cocktail cabinet) position
the signal will go high only during a two-player game
when player 2 is up. (The PLAYER 2 CONDITIONAL
signal is produced at Gate H1 pin 3, as shown In
Zone B3 on Sheet 2.) With the signal low (board in
upright cabinet) the Excluslve-OR Gates M3, N3, L2
and K2 merely act as non-Inverting logic stages and
the timing of the IV' through 128V' and 1H' through
128H' signals Is not effected. But with the signal
high, the Excluslve-OR Gates invert the timing sig-
nals coming from the sync countdown chains, and
this Inversion produces a 180^ rotation of the picture
on the TV screen.
3.4.5 POWER SUPPLY (SHEET 4 ZONE C 7): The
connections from a 16.5 VAC tap on the power trans-
former provide the AC input for a full-wave rectifier
power supply circuit based upon a type-LM323
amplifier. The +5 volts produced by the supply Is
used as the Vcc for the logic and other circuitry. The '
+ V UNREC connects to the type-LM380 amplifier In
the audio output drive stage (see Zone C 1 on sheet
2).
3.4.6 COIN RECOGNITION (SHEET 3, ZONES D 5
THROUGH 7): In each coin mechanism a coin switch
is activated each time a coin passes through the
mechanism and on into the cash box. The inverter
latches "debounce" the signals produced at the
switch contacts; the CSW1 and CSW2 signals cause
the coin counter, an electromechanical counter in-
side the coin mechanism assembly, to advance by
one count each time a coin is deposited into the
game. Th e fli p-flop sta ges F8 and F9 produce the
COIN#1 and COIN#2 signals that set the Q latch
when a coin is deposited. The remaining portion of
the circuit discriminates between one or two credits
per coin, as determined by the position set on
Switch S3. The COIN signal produced at L9 pin 6 is
connected to the credit accumulator; each pulse
causes the accumulator to add one count. Flip-flop
H8 will test the COIN#1 and COIN#2 signals for a
valid width.
3.4.7 Q LATCH AND ANTENNA (SHEET 3, D 4):
Transistors Q1 and Q3 form a discrete component
latch. Note that they are complementary — Q1 is PNP
and Q3 is NPN. The two stable states of this latch
are:
(a) Latch reset, with neither transistor conduct-
ing (meaning that the game is in the attract
mode)
(b) Latch set, with both transistors conducting
(meaning that the game is in the play
mode).
This latch is made to power on in its reset state. The
first coin deposited into the game after initial appli-
cation of power will set the latch, enabling credit
and the start of the play sequence. This latch is nor-
mally reset after the player misses a volley on the last
ball served, provided that no credits are remaining
in the credit accumulator at that time. However the
latch can also be reset if transistor Q2 goes into con-
duction. This should be the case only if a static spark
occurs near the game and is received by the antenna
that connects to the base of Q2.
3.4.8 START RECOGNITION (SHEET 3, ZONES C5
THROUGH 8): The start push button switches con-
nect to flip-flop E8, but the flip-flop cannot recog-
nize a player's depressing a button unless the game
is in the attract mode. Also, depression of the "Two
Player Start" is not recognized unless at least two
credits are remaining in the credit accumulator.
Latch F7 remembers which start push button had
been depressed. The attract flip-flop E6 will remain
in the "set" condition until it is reset at the end of
the game sequence (the signal EGL and the signal
Q).
3.4.9 FREE GAME SELECTOR (SHEET 3, ZONES A &
B 5 THROUGH 8): This circuit compares the most
significant bits in each player's score register with
the settings selected on switch SI. The j8 latches are
each set if the player attains the bonus score level,
but this can only happen once per play sequence.
Also a pulse is produced by the BONUS COIN signal
after each latch is set. Each pulse will cause the
credit accumulator to advance by one count. The
BONUS COIN signal also triggers Multivibrator N8,
so that the FREE GAME TONE signal will cause the
speaker to produce the buzzing sound.
3.4.1 CREDIT ACCUMULATOR AND START LAMP
DRIVERS (SHEET 3, ZONES A & B 2 THROUGH 5):
The binary up/down counter L8 serves as the credit
accumulator. The tie-back connection between pins
12 and 11 prevents the counter from advancing past a
count of 15. The counter's outputs are decoded to
produce the 2 CREDIT and 1 OR 2 CREDIT signals
which are used to turn on the gates of the silicon
controlled rectifiers Q4 and Q5, and elsewhere in
the circuitry. When conducting, each SCR provides
the filament current for the lamps behind a start
switch. The credit accumulator is decremented by
the 1 CR START and 2 CR START signals produced
when a player depresses a lighted start push button.
3.4.1 1 BRICK DISPLAY (SHEET 1 , ZONE D 7): The
memory capacity of the RAM device in location L3 is
divided in half so that the brick pattern for each
player is stored independently. At the very start of a
play sequence a full brick pattern is restored for
each player by the SET BRICKS signal. As play pro-
gresses, the time coincidence of the BRICK HIT sig-
nal with the 4H through 16H and 16V through 128V
timing signals will determine which bricks are elimi-
nated from each player's brick pattern. The output
signal from this circuit, BRICK DISPLAY, is combined
in the playfield generation circuit with the other sig-
nals for the stationary objects in the TV picture.
3.4.12 PLAYFIELD GENERATOR AND VIDEO
SUMMING (SHEET ^, ZONES C 5 AND D 3 AND 4):
The sidewall and backwall boundaries are derived
from the timing signals produced in the sync
countdown chain, and are then combined with the
BRICK DISPLAY signal to produce the PLAYFIELD
signal at Gate H4 pin 3. The composite video signal
to the TV monitor is produced at the summing point
formed by the junction of resistors R41, R42, R43,
R51, R52 and CR6. The horizontal and vertical TV
synchronization information is coupled through
CR6, the ball through R43, and the paddle through
R41.
3.4.13 POINTS COUNTER (SHEET 2, ZONE C 5):
Counter N9 is forced to parallel-load information
when the BRICK HIT signal triggers multivibrator N8.
The counter then counts down to zero at a rate set
by the SCLOCK signal. The pulses produced at N7
pin 11 are used to drive the brick sound generator
circuit, so that a distinct audible "tick" sound will be
produced for each point value of the brick right after
it has been hit by the ball. After gating in N7, the
COUNT 2 signal is produced that drives the score
register for player 2, and also the COUNT 1 signal for
player 1's score register.
10
3.4.14 PLAYER SCORE REGISTERS (SHEET 2,
ZONES D 6 THROUGH 8): The BCD counters N6, M6
and L6 form a score register for player 2, and H6, J6
and K6 form one for player 1 . Both registers are reset
to all zeros at the beginning of each play sequence.
Pulses of the COUNT 1 signal increment the player 1
register and those of the COUNT 2 signal increment
the player 2. register.
3.4.1 5 EMPTY WALL DETECTOR (SHEET 2, ZONES
D 4 & 5): The signals Ki, d and Di are produced in
the player 1 score register, and the signals Ka , G2 and
D2 are produced in the player 2 score register. After
a player has knocked away a// the bricks flip-flop F4
is set as soon as the ball hits either the paddle or the
backwall boundary. This can happen only once per
play sequence; the flip-flop is reset only at the be-
ginning of a play sequence. For player 1 the FPDi
signal will cause the RAM in location L3 to restore a
full set of bricks for player 1 only. The FPD^ signal
will do this for player 2.
3.4.16 SERVE WAIT (SHEET 1, ZONES A 1
THROUGH 3): After the ball disappears off the end
of the screen flip-flop A3 is set via A3 pin 10, and the
SERVE WAIT signal goes high. Also the LED inside
the serve push button lights up. Now, no new ball
can appear on the screen until a p layer depresses
the serve button, thus forcing the SERVE signal to
low. The circuit is disabled during the attract mode.
3.4.17 BALL SERVES COUNTER (SHEET 1, ZONES
B, C 1 & 2): During a two-player game a pulse is
produced at gate D2 pin 8, PLAY CP, after the SERVE
WAIT signal (applied at pin 3 of flip-flop A5) goes
high. During a one-player game two pulses in quick
succession are produced. These PLAY CP pulses
increment binary counter B4, the ball serves
counter. The state of the counter's pin 14 least signif-
icant bit output, the signal PLAYER 2, tells which
player is up. When pin 14 is low it means that player
1 is up, and when it is high player 2 is up.
The counter's other three outputs, BALL # A,
BALL # B, and BALL # C, are decoded to produce the
EGL (End of Game Level) signal. The position
selected on Switch S4 will determine whether EGL
goes high after 3 ball serves or after 5.
3.4.18 BALL MOTION COUNTERS (SHEET 1,
ZONES B & C 6, 7, 8): Counters C7 and C8 form an
X-direction ball motion counter, and B7 and B8 form
a Y-direction ball motion counter. The X direction is
defined as along the long dimension of the picture,
and the Y direction as along the short dimension.
Both counters are driven by the CLOCK signal, but
they operate independently from the counters in the
sync countdown chain. On the motion counters the
number of clock pulses required to reach terminal
count is dependent upon what parallel data has
been preset into the counters. The parallel data for
counter C7 is the signals CXO, CXI and X2; for
counter B7 they are Yq, Yi and Y2. These signals are
produced in the ball motion controls circuit. The
counters reach terminal count once per picture
frame. The ball motion is accomplished by changing
the time when the counters begin counting. The ball
speed is accomplished by changing the number of
equivalent counts in the preset parallel data. The
signals BRICK SOUND, VB HIT SOUND and P HIT
SOUND are tapped off the counters as convenient
waveforms for use in producing the tick, bounce
and blip sounds. Outputs from the ball motion
counters are decoded to produce the BALL signal.
3.4.19 BALL HIT AND MOTION CONTROLS
(SHEET 1, ZONES A, B, C 3 THROUGH 7): Data is
clocked into flip-flop E6 to produce a B RICK H IT sig-
nal each time the ball hits a brick. The BP HIT signal
isproduced when the ball hits the paddle; the BTB
Fm is produced when t he ball hits the backwall
boundary; and the VB HIT is produced when the ball
hits either sidewall boundary. Latch F7 is set when
the ball hits a brick, but is not reset until the ball hits
either the paddle or the backwall boundary. This
action of the latch insures that only one brick hit is
recognized at a time.
The state of flip-flop D5 (pins 5 and 6) deter-
mines whether the ball will move toward the
backwall or toward the paddle end of the screen.
The states of flip-flops A6 pin 8 and A6 pin 6 affect
the angle of rebound when the ball strikes an object.
Counter B5 is the volleys counter. Its outputs are
decoded so that ball motion will be speeded up after
4 successive volleys during any one serve, and
speeded up still more after 12 successive volleys.
Flip-flop D5 pin 9 detects when either a 5-point
or a 7-point brick has been hit during any one volley.
The flip-flop's output signal SU causes counter B5 to
parallel-load all I's, and the ball speed will then be
immediately increased to its fastest value.
3.4.20 BRICK HIT SOUND GENERATOR (SHEET 2,
ZONES C & D 1 THROUGH 3): The rate at which the
SCLOCK signal increments the game's points
counter N9 (subparagraph 3.4.13) is much too high
for use in producing audible tick sounds directly.
For this reason the COUNT signal is applied to a
brick sound generator circuit in order to produce a
slower rate signal.
Up/down counter F6 is preset to all 1's at the
start of a play sequence. The brick hit point count
pulses of the COUNT signal increment the counter
F6 at a very high rate and also set latch F7. The signal
produced at J9 pin 12, by gating the latch output with
V SYNC and multivibrator A7's output, then decre-
ments counter F6 back down at a very slow rate. This
same signal also triggers multivibrator A8 at pin 11.
With this arrangement multivibrator A8 pro-
duces an output each time counter F6 is dec-
• 11
remented. These outputs cease after counter F6 un-
derflows, because the counter's borrow output will
then reset latch F7.
3.4.21 PADDLE PLAYER CONTROLS AND PADDLE
GENERATOR (SHEET 2, ZONES A & B 1 THROUGH 4):
Each player's paddle knob is attached to the shaft of
a potentiometer connected to +5 volts. The poten-
tiometer wiper arms connect to a type-4016 CMOS
quad bilateral switch. During a two-player game on
the cocktail table version of the game the PLAYER 2
CONDITIONAL' signal (and its complement at E9 pin
8) controls the analog switches so that either the
connection between D9 pins 10 and 11 is closed and
that between pins 8 and 9 is open, or vice versa, de-
pending on which player is up. The upright cabinet
version has only one paddle knob, and so D9 pins 11
and 10 are closed all the time.
The paddle potentiometers form part of the RC
network that determines the charging time of a 2.2
microfarad capacitor in the input circuit of timer C9.
The duration of the timer's output signal will deter-
mine how far the paddle will appear from the
sidewall boundary.
During a serve when the ball hits the backwall
boundary, mea ning that a breakout has occurred on
that serve, the BTB HIT signal clocks into flip-flop F5
and counter D4 is incremented. When this happens
the paddle size is reduced to one half its normal
width. The PAD signal is produced at K3 pin 8 after
gating with the paddle window timing signals from
the horizontal sync countdown chain.
3.4.22 NUMERALS DISPLAY GENERATOR (SHEET
2, ZONES A & B 3 THROUGH 8): The type-9312 one-
of-eight data selector/multiplexers N5, M5, L5 and K5
receive player score data (separately for each
player), ball serve number data (BALL # A, BALL#B,
and BALL#C), and player number data. All multi-
plexers are strobed by the same timing signals from
the sync countdown chain. The type-7448 device in
J5 changes the BCD format multiplexer outputs into
the 7-segment numerical format displayed on the TV
screen. The multiplexers H5 and J5 then separate the
7-segment data into horizontal and vertical compo-
nents, respectively, so that the data appears serially
at H4 pin 11.
The gating configuration shown in Zone A5
generates the timing window that determines where
the numerals will appear on the screen. The SFL
(score flash) signal produced by the type-555 device
in location B2 causes the player up's s core to blink
during a play sequence. The resulting SCI signal is
clocked through flip-flop D3, which acts an inverter,
to produce the SCORE signal.
3.4.23 SOUND SUMMING AND AUDIO OUT
DRIVER (SHEET 2, ZONES C & D 1 THROUGH 3): The
junction of resistors R36 through R38 forms a sum-
ming point for the signals that contribute to the
game's sounds. R36 couples the signal produced by
gating P HIT SOUND (from the ball motion coun-
ters) with the pin 6 output of multivibrator AS. This
multivibrator is triggered each time the ball hits the
paddle. In a similar fashion, R38 couples the signal
produced by gating multivibrator A8's pin 10 output
with BRICK SOUND. This multivibrator is triggered
once each time counter F6 is decremented, so that a
separate tick sound is heard for every point value
when the ball hits a brick. R37 couples the signal
produced by gating multivibrator A7 with VB HIT
SOUND so that the bounce sound is heard when the
ball hits the backwall or either sidewall boundary.
Potentiometer R50 couples the sound summing
point to the output drive stage formed by the type-
LM380 amplifier circuit. This potentiometer provides
the manual speaker volume adjustment described in
paragraph 5.3 of Section V of this manual.
lY INSTALLATION INSTRUCTIONS
13
4.1 UNPACKING INSTRUCTIONS
4.1.1 EXAMINATION FOR SHIPPING DAMAGE:
Before shipment from the factory, components and
sub-assemblies of each game are carefully checked
for proper operation. However, during shipment
some adjustments may have changed or parts may
have been damaged. Upon initial removal of the
game from the shipping container, first examine the
exterior of the cabinet. Then open the rear (or side)
access panel and also examine the interior. Any
shipping damage such as a dented, cracked or bro-
ken cabinet, sub-assemblies broken loose, etc.,
should be reported Immediately to the shipper and
to Atari, Inc.
4.1 .2 MECHANICAL INSPECTION: After determin-
ing that the game has been received in good condi-
tion, carefully inspect the interior parts and verify
the following:
(a) All slip-on and plug-in connectors are firmly
seated (particularly the PCB edge connector)
(b) The fuses are all seated in their holders
(c) No loose foreign objects are present (espe-
cially metal objects which could cause elec-
trical short circuits)
(d) No harness wires have become discon-
nected or pulled loose.
Be sure all major assemblies have been checked:
game PCB, the transformer and other components
on the electronics tray assembly, the two coin
mechanisms, the speakers (only one on upright
cabinet version), the player controls and start push
button switches, and the TV monitor chassis.
Do not go on to the remaining paragraphs in
this section until the above mechanical inspection
has been thoroughly performed.
4.2 ENERGIZING THE GAME
4.2.1 APPLICATION OF AC POWER: Close and
lock the access panel, making sure that it is com-
pletely shut at the bottom, and remove the key from
the lock. On the cocktail table cabinet version also
make sure that the table top is fully folded down into
its normal, horizontal position and that the coin
mechanism access door is fully closed. Then plug
the power cord into an AC outlet providing the AC
power listed in the Specifications (Section II of this
manual). The wall outlet must accept a three-prong
plug and the receptacle must be connected to a
good earth ground.
After the power cord has been plugged in, the
proper response from the game is that a picture ap-
pears on the TV screen.
If there is no response at all from the game, un-
plug the power cord and check the AC wall outlet. A
simple, safe way to check for presence of AC power
at the wall outlet is to plug in an appliance known to
be working properly — such as a table lamp, radio, or
an electric clock. If the wall outlet passes the check,
then presume that the trouble is with the game and
refer to Section VI of this manual.
CAUTION: No troubleshooting steps
should be attempted inside the cabinet by
anyone not familiar with safety measures
and repair procedures on electrical
equipment.
Do not go on to the remaining paragraphs in this
section until the proper response described above
has been observed.
4.2.2 CHECK ON OPERATION OF INTERLOCK
SWITCHES: The interlock switches are safety
switches mounted inside the game cabinet. The up-
right cabinet has one switch near the bottom edge of
the rear access panel. At the factory this switch is
mechanically adjusted so that it will automatically
transfer to its "off" position (switch contacts
"open") whenever the panel is opened. When the
interlock switch is in its "off" position, the AC
power leading to the game's power supply is inter-
rupted. When the panel is closed, the interrupt
switch is adjusted to be in the "on" position (switch
contacts "closed") and AC power is allowed to reach
the game's power supply, meaning that the game
can operate.
The cocktail table cabinet has three interlock
switches, one near the bottom edge of the side ac-
cess panel, one just beneath the folding table top on
the side farthest from the hinges, and one on the
coin mechanism assembly near the hinge of the ac-
cess door. At the factory these switches are mechan-
ically adjusted to transfer to "off" if the side panel is
opened, if the table top is lifted, and if the coin
mechanism access door is opened, respectively.
When even one of these switches is in the "off" pos-
ition, the AC power is interrupted.
After application of AC power per paragraph
4.2.1 above, correct operation of the access panel
interlock switch on both cabinet versions can be
checked as follows: unlock and slowly open the
panel. The correct response is that by the time the
edge of the panel has moved about 2 to 3 inches
away from the cabinet the TV screen should go dark,
verifying that the interlock switch has automatically
transferred to "off." While opening the panel do not
insert fingers inside the cabinet and do not allow
foreign objects to fall inside. If the TV screen con-
tinues to be lighted up even after the panel has been
opened, immediately close and lock it and unplug
the power cord from the wall outlet. Then refer to
Section VI of this manual to replace and/or adjust
the interlock switch.
On the cocktail table cabinet the other two
interlock switches must also be checked, one at a
14
time, after application of AC power. To check the
switch near the coin mechanism assembly unlock
the coin mechanism access door and swing the door
all the way open. The correct response is that the TV
screen should go dark before the door has reached
its fully open position. Next close and lock the door.
Doing this should restore AC power and the picture
will reappear on the TV screen. To check the switch
beneath the table top again unlock and open the
coin mechanism access door.
After the door is opened and after the screen
has gone dark, reach inside the cabinet and pull
down on the spring-loaded chain that connects to
the table top lock bolts holding the table top in
place. While still pulling down on the chain, use the
other hand to raise the table top up by about 3 or 4
inches. Now keep holding up the table top but with
the other hand release the chain, pull the hand out,
and close and lock the coin mechanism access door.
The TV screen should now remain dark, even
though the access panel is in place and the coin
door is closed. Then lower the table top and push it
fully down so that both spring-loaded lock bolts can
be heard snapping into place. The correct response
is that a picture will appear on the TV screen only
when the table top is fully locked into place.
Do not go on to the remaining paragraphs in
this section until the operation of ail interlock
switches has been checked and found to be correct.
4.3 GAME STRUCTURING
Before putting the game into operation at the
game site, the game structuring should be defined
by the owner/operator. The term "game structur-
ing" refers to the game rules and the duration of the
play sequence. Paragraph 3.3.4 of Section III in this
manual covers the owner/operator options featured
in this game and describes how they affect the game
structuring.
In the "Breakout" game all structuring is ac-
complished by selecting positions on various
switches mounted on the game printed circuit
board. To do this the board has to be removed from
its metal enclosure and then the switch positions
have to be adjusted by hand.
Before performing any adjustment, the game
should be de-energized or not operating. Further, it
is also recommended that the power cord be un-
plugged beforehand.
Unlock and open the rear panel access door;
doing this should cause the interlock switch to de-
energize the game, as described in paragraph 4.2.2.
If the switch fails to de-energize the game, im-
mediately close and lock the door, unplug the
power cord, and refer to Section VI of this manual to
adjust and/or replace the switch.
While being careful to avoid touching any parts
of the body against the TV chassis components or
other wiring connections inside the cabinet, find the
metal enclosure that houses the game PCS. Then
unplug the edge connector to the RF board on the
front of the enclosure, carefully noting how the
connector plugs in. (It must be reconnected in
exactly the same way after the switch positions have
been changed.) Next remove the screws holding the
RF board onto the enclosure and unplug the RF
board from the game PCB. Now the game PCB has
been freed so that it can be slid out of the enclosure
far enough to allow access to the switches. Examine
the surface of the board and identify the switches
shown in Figure 4-1. (Their exact locations are
shown on the PCB assembly drawing, drawing
number A004533 in Section VII of this manual, with
designations SI through S4; the volume adjustment
potentiometer is designated R50.) Figure 4-1 also
shows the letters and numerals engraved on the sur-
face of the board alongside each switch,
(a) Game Credits Switch. Slide the stud on top
of the switch body all the way towards "1/P" to struc-
ture the game for 1 credit/coin, and towards "2/P"
for 2 credits/coin.
(b) Bonus Credit Switch Assembly. Each of the
four two-position switches can be independently set
to either an "on" or "off" position. Table 4-1 shows
the correct setting of each switch to structure the
game so that no bonus credits will be given, and
other settings to allow one bonus credit upon
achievement of a given score level. A setting for
either 200 or 300 points is recommended.
(c) Number of Ball Serves Switch. Slide the stud
all the way towards "38" to structure the game for 3
ball serves per player, and towards "58" for 5 ball
serves.
(d) Picture Rotation Switch. Slide the stud to-
wards "NORM" when the board is installed in an
upright cabinet, and towards "C/C" when in a
cocktail table cabinet.
After the desired structuring has been set up,
slide the game PCB back into its enclosure and plug
the RF board back on to the game PCB. Replace the
RF board on the front of the enclosure and secure it
in place. Then replug the edge connector back onto
the RF board, making sure that it is reconnected in
the way originally found.
After performing these adjustments, close and
lock the side panel, and energize the game.
4.4 FUNCTIONAL CHECK OF GAME OP-
ERATION
The following procedure provides a simple
15
Heat Sink
Speaker
Volume
Potentiometer
■ louder
oz
g
>
Oi^
Gd
■IKJ
n
("■^
T~-
o
r^ -1^
Picture Rotation Switcli
Bonus Credit Switch Assembly
Number of Balls Served Switch
NOTE:
Component side of board shown; not
drawn to scale.
FIGURE 4-1 : Approximate Locations of Game
Structuring Switches and Speaker
Volume Adjustment
check that can be quickly performed at the game site
and that does not require external test equipment. If
at any polntduring this procedure the game's re-
sponse is found to be other than that called for here-
in, assume the game is not operating correctly and
refer to Section VI of this manual. If responses are as
described here then assume that major parts of the
game are operating correctly. First perform the ad-
justments described in paragraph 4.3, Game Struc-
turing, and then energize the game (paragraph 4.2).
Just after application of power a picture should ap-
pear on the TV screen and the game should be
operating in the attract mode as per subparagraph
3.3.2.
4.4.1 CHECK OF ATTRACT MODE: No sounds
should be produced during the attract mode. The
picture should resemble the one shown in Figure
3-3, with the ball continually moving about within
the boundaries. Occasionally upon initial applica-
tion of power, certain variations in the picture may
be noted. More rarely the variations may occur later,
after one or more play sequences, if either static
charge on the antenna or severe noise spikes on the
Switch Settings
GAME STRUCTURING
"1"
"1"
uy.
"4"
(A)
(B)
(C)
(D)
off
off
off
off
No Bonus Credit Given
One Bonus Credit for
achievement of:
on
off
off
off
100 point score
off
on
off
off
200 point score
on
on
off
off
300 point score
off
off
on
off
400 point score
on
off
on
off
500 point score
off
on
on
off
600 point score
on
on
on
off
700 point score
off
off
off
on
800 point score
NOTE: Do not use switch settings other than those
shown above because it is impossible for a
player to attain a score level of 900 points or
higher.
Table 4-1 Settings on Bonus Credit Switch
AC power line reset the game's credit circuitry.
An example of a picture variation is that one or
more numeral positions in a score display may be
entirely blank, or some random, unattainable score
may be showing. Variations in the brick pattern can
range from no bricks at all to a full set. Variations in
ball motion can include a case where the ball passes
through the entire brick wall without any interaction
with individual bricks, and a case where the ball is
"trapped" in the region behind the brick wall. These
kinds of picture variations do not mean that the
game is operating incorrectly. A more normal attract
mode picture will appear on the screen after the
conclusion of at least one subsequent play sequence
in play mode.
During the attract mode all player controls
should be disabled and all the backlighted push but-
tons should be dark. (At the very beginning of attract
just after a play sequence has ended, serve push
buttons will light up momentarily but within four
seconds will go dark and remain dark when the
game has automatically served itself a ball.)
4.4.2 CHECK OF PLAY MODE: After correct game
operation in the attract mode has been verified, de-
posit a coin in one of the coin mechanisms. As soon
as the coin has been accepted, the game should re-
spond as follows: If structured for 1 credit/coin the
"One Player Start" button should light up and the
16
''Two Player Start" should remain dark. If structured
for 2 credits/coin both start buttons should light up.
The picture should remain the same as it was before
the coin was deposited, and still no sounds should
be produced.
Depress the "One Player Start." If "Two Player
Start" had been dark then the "One Player Start"
should also go dark. If "Two Player Start" had been
lighted previously, it should now go dark but "One
Player Start" should remain lighted. The other re-
sponses, changes in the picture and enabling of the
player controls, should be as described in (c), (d),
and (e) of subparagraph 3.3.3. However, no sound
should be produced yet and no ball should appear
on the TV screen.
Depress the lighted serve button. The response
to doing this should be as described In subpara-
graph 3.3.3. After that ball has disappeared off the
edge of the screen the "SERVE" should light up
again. For the remainder of the play sequence exer-
cise the player controls to verify correct operation of
the various game features (sounds, ball motion,
scoring, bonus credits, etc.). Confirm that the play
sequence ends after the last ball served has gone off
the edge of the screen.
For the final part of the check set up and play a
two-player game sequence. Deposit a coin in the
other coin mechanism. (If the game is structured for
1 credit/coin, two coins must be deposited). Then
depress the lighted "Two Player Start" button. A
two-player game should now commence as soon as
the lighted serve button is depressed. In the cocktail
cabinet version the two sets of player controls
should be enabled, one set at a time, alternately
after each ball serve. Also the picture should rotate
by 180° in a two-player game.
The check is completed after correct operation
in a two-player game has been verified.
Y MAINTENANCE AND ADJUSTMENTS
17
5.1 ROUTINE MAINTENANCE
Due to its solid-state electronic circuitry, this
Atari game should require very little maintenance
and only occasional adjustment.
5.1 .1 CLEANING: Came cabinets and glass may be
cleaned with any non-abrasive household cleaner. If
desired, special coin machine cleaners which leave
no residue can be obtained from distributors.
5.1.2 LUBRICATION: About once every three
months lightly spray the rejector linkage portion of
the coin acceptor inside each coin mechanism. Use
WD-4CI^ or similar lubricant, and avoid spraying the
entire coin acceptor. Potentiometer shafts must
never be lubricated in any way.
5.2 ADJUSTMENTS ON TV MONITOR
The TV monitor need be adjusted on/y when the
picture is distorted, or if the contrast or brightness
seem out of adjustment.
NOTE: The TV monitor is accessible only
from inside the game cabinet and these
adjustments have to be done while the
game is energized. Therefore only per-
sons familiar with safety measures and re-
pair procedures on electrical equipment
should perform them.
The monitor's adjustments function like those
of a conventional commercial television set, except
that the volume adjustment has no effect. Instead
the game produces its sound in a speaker separate
from the TV monitor. Figure 5-1 shows the location
of the adjustments on the rear of the chassis. When
making the adjustments follow these general
guidelines:
BRITE (Brightness) — Perform this adjustment before
the contrast. Adjust so that the white lines
covering the screen just barely disappear,
when the brightness is turned up.
CONT (Contrast) — Adjust so that the images are as
bright as possible against the dark
background without being blurred.
HORIZ HOLD (Horizontal Hold)— Adjust if the pic-
ture is slightly off-center horizontally, if the
images appear warped, or if the picture is
broken up into a series of diagonal lines. Ad-
just for a stable, centered picture.
VERT HOLD (Vertical Hold)— This needs adjustment
only if the picture appears to be rolling up or
down the screen. Adjust for a stable, cen-
tered picture.
5.3 ADJUSTMENT OF SPEAKER VOLUME
The speaker electronic drive circuit is provided
with a potentiometer that controls the volume of
sounds produced during play. This potentiometer is
mounted on a printed circuit board inside the game
cabinet and it can be manually adjusted to give the
volume level desired. The following procedure tells
how to make this adjustment.
For a game in the upright cabinet unlock and
remove the access panel at the rear of the cabinet.
On the cocktail table cabinet the access panel is on
the side of the table base opposite from the coin
mechanisms. Removing the access panel should
cause the interlock switch to de-energize the game,
as described in subparagraph 4.2.2. If the switch fails
to de-energize the game, immediatlely replace and
lock the panel, unplug the power cord, and refer to
Section VI of this manual to adjust and/or replace
the switch.
While being careful to avoid touching any parts
of the body against the TV chassis components or
other wiring connections inside the cabinet, find the
metal enclosure that houses the game PCB. Unplug
the edge connector that connects the wire harness
to the RF board mounted on the front of the metal
enclosure. Note how this connector plugs in; it
must be reconnected in exactly the same way after
the volume adjustment has been made. Next re-
move the screws that hold the RF board onto the
front of the metal enclosure, and then unplug the RF
board from the game PCB. The game PCB is now
free to move out of the enclosure.
Slide the PCB on its guides until it is partway out
and the volume adjustment potentiometer is ac-
cessible. Figure 4-1 shows its approximate location.
(Its exact location is shown as R50 on drawing
number A004533 in Section VII of this manual.) To
increase speaker volume, move the stud on top of
the potentiometer body in the direction shown by
the arrow In Figure 4-1. To decrease speaker vol-
ume, move the stud in the opposite direction.
After making the adjustment, push the game
PCB all the way back into the enclosure, replug the
RF board onto the game PCB, and then secure it in
place on the front of the enclosure. Next replug the
wire harness edge connector back onto the RF
board, making sure that it is reconnected in the way
originally found. Then replace the cabinet panel and
energize the game.
18
4-^
oooo
oooo
oooo
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.-^^^
VlX
FUSES CONT BRITE VERT HORIZ
HOLD HOLD
VOL
Figure 5-1 Location of Adjustments on TV Chassis
Vl.TROUBLESHOOTING AND REPAIR
6.1 GENERAL PROCEDURE
NOTE: This section describes trouble-
shooting procedures in detail sufficient
for a person with moderate technical abil-
ity to understand. However, for those in-
terested in gaining more information on
video game technology, especially the
electronics, we recommend reading the
Video Game Operator's Handbook, manual
no. TM-043. This book is available from
Atari, Inc., attn. Customer Service Dept.,
2175 Martin Avenue, Santa Clara, CA 95050
for $5.00 each, or from your distributor.
6.1.1 IDENTIFYING THE TROUBLE AREA: The
first troubleshooting step should be to note all
observable trouble symptoms. Examples of
symptoms are: depositing a coin produces no game
response, no sound coming out of the speaker at
any time, no picture on the TV screen. At the same
time also note the game features that still work. A
systematic way of checking game operation is to per-
form the functional check given in Section IV of this
manual. Carefully train your eye to pick up all clues;
by doing this an experienced troubleshooter can
often spot the cause of a trouble even before he
opens the cabinet.
Keeping these observations in mind, use the
understanding of game operation gained from the
theory of operation (Section II!) and the schematic
drawings (Section VII). Next narrow down the sus-
pected cause of the trouble to a specific area or
areas of the game: the coin mechanism, TV monitor,
harness and front panel components (switches,
lamps, speaker), electronics tray, printed circuit
boards and power cord. Be careful not to overlook
possible trouble areas that may seem too obvious: a
power cord plug that has worked loose from the wall
outlet and is no longer fully seated in the receptacle,
or a rear panel access door that is not fully closed
(thus causing the interrupt switch to block the AC
power path to the game).
6.1 .2 LOCATING THE TROUBLE CAUSE: Once a
problem has been narrowed down to one or more
areas, the next step is to perform various tests and
measuresments to isolate a specific cause of the
trouble. Remember that sometimes a very compli-
cated problem, such as erratic game operation, can
be traced to a simple cause — the printed circuit
board not being fully seated in its edge connector.
Start with the most suspect area and trace backwards
from the point where the trouble is first observable,
using a process of elimination to eventually locate
the faulty component, connection, etc. For exam-
ple, if no sound is audible during game play, first
check for a signal at the speaker leads. If no signal is
present there, go back through the wiring harness
connections to the printed circuit board. If there is
still no signal, then systematically check back
through the various components of the sound gen-
eration circuit.
19
Substitution of parts is a legitimate and easy way
to isolate the cause. For instance, if the PCB is the
suspected trouble area, remove it and substitute a
known-to-be-good PCB. Then check for correct
game operation. Similarly, to check the TV monitor,
connect the game to a known-to-be-good monitor.
The harness can often be checked by substitution
also. Substitute both a known-to-be-good PCB and
TV monitor. If the trouble still persists, the harness
must be at fault.
While locating the trouble cause, use the tech-
nical descriptions in Section III as guides for correct
circuit-level operation, and the schematic drawings
of Section Vll as roadmaps for tracing signal flow
paths.
The test equipment for use in troubleshooting is
discussed in paragraph 6.2.
6.1.3 CORRECTING THE TROUBLE CAUSE: In
practice, the steps required to correct troubles can
range from simple adjustments (fully seating the
PCB in its edge connector, changing the setting on a
potentiometer, adjusting the picture controls on the
TV monitor) to repair of loose connections and re-
placement of defective parts. Extreme care should
be exercised when removing integrated circuit de-
vices and discrete components. Use a 40-watt sol-
dering iron with a small tip designed especially for
IC work. To remove an IC device, follow this proce-
dure:
Clip all leads and lift the IC package out,
leaving two rows of leads. Then remove
leads individually with a soldering iron
and needle-nose pliers. Finally, evacuate
the holes with a solder sucker. Afterwards
clean the area thoroughly, using an ap-
proved PCB cleaning solution to remove
any traces of flux and dirt. Alcohol will do
in a pinch, if necessary.
Insert the new IC device using an IC insertion
tool, making sure that the reference notch is
oriented correctly and that the device's leads are not
bent during insertion into the board. Afterwards, be
sure to solder each lead on both sides of the PCB,
using as little solder as possible. After soldering,
clean the area thoroughly to remove the flux.
Observe the same removal and insertion proce-
dures when replacing discrete components. Trim
the leads as close as possible and be sure to orient
diodes and capacitors correctly.
6.1.4 VERIFYING CORRECT GAME OPERATION:
After locating and correcting the cause of a trouble,
re-energize the game and perform a final check on
correct game operation. Doing this will verify that
your troubleshooting was correct. If the game oper-
ation is still not correct, go back and double-check
your work. Make sure that any replaced compo-
20-
nents were installed correctly. If this was done
properly, then start the troubleshooting steps over
again. Keep in mind that there may be more than
one trouble at a time, and that correcting one trou-
ble can sometimes bring previously undetectable
troubles to light.
This verification is especially important when
the original trouble had been intermittent, that is,
was not happening all the time.
6.2 TEST EQUIPMENT
Electronic troubleshooting of a video game es-
sentially consists of checking for the presence of var-
ious signals and of examining their condition. A sig-
nal can be thought of as acting like a "messenger"
that carries Instructions from one unit or circuit to
another. Many different types of signals are pro-
duced in a video game, and for this reason several
unusual and perhaps unfamiliar types of test instru-
ments are used during troubleshooting. Each in-
strument has its own set of advantages and disad-
vantages for examining a given type of signal, and
both the depth of the intended troubleshooting
capability and budget will determine what instru-
ments will be needed. Some instruments are basic
and essential, no matter what size of service facility,
while other optional instruments are desirable be-
cause they make troubleshooting easier and
quicker.
6,2.1 BASIC TEST EQUIPMENT:
(a) The Video Probe. This is a simple but invalu-
able instrument having two leads — a test-clip lead
and a test-probe lead. During troubleshooting of
video signals the test-clip lead is left connected to
the game side of the video coupling capacitor. On
the Breakout game this point is the junction of resis-
tors R41, R42, R43, R51 and R52 on the PCB. When
the test-probe lead is then connected to any video
developmental signal, that signal will be coupled to
the video signal going to the TV monitor and a video
probe picture will appear on the TV screen. The
shape and other characteristics of this picture will
give information about the signal being probed. The
video probe is suited for troubleshooting syn-
chronization and image signals, but will not be use-
ful for extremely fast signals (such as the clock) or
for very slow analog or digital signals.
A video probe can be constructed in a few min-
utes from these common electrical components: a
length of 20 AWC (American Wire Gauge) rubber-
coated wire, a 4.7K-ohm, y4-watt carbon resistor,
and two test leads. For the leads, use a single
Mouser test clip (Mouser#131C301 or 302) attached
to one end of the wire, and a test prod containing
the resistor on the other.
To assemble the video probe, proceed as fol-
lows: Remove the cap from the test clip and strip
3/16 inch off each end of the wire. Solder one end to
the post in the test clip, thread the other end
through the hole in the cap, and snap on the cap.
Next unscrew the plastic body of the test prod from
the point and trim both leads of the resistor to a
3/16-inch length. Solder one resistor lead to the in-
side of the point. Thread the other end of the wire
through the hole in the body and solder it to the
other resistor lead; screw the body back onto the
point.
(b) The Logic Probe. This is a test instrument
designed for fast verification of digital IC outputs. It
is small, convenient to carry, easy to read, and rela-
tively inexpensive. The logic probe derives its power
from the system under test; it has two poWer leads,
one for connection to ground and the other to +5
volts DC. When the logic probe's tip is held against a
digital signal point, three colored lamps in the tip
will indicate the signal's condition or state, as fol-
lows:
• The red lamp lit indicates a high or logic level 1
(for TTL components, this is +2.4 to +5 volts)
• The white lamp lit indicates a low or logic level
(for TTL components, this is to +0.8 volt)
• The blue lamp lit indicates that the signal is
changing states
• No lamps lit indicate the grey region between
and 1 (for TTL this is between +0.8 and +2.4 volts)
A circuit shorted to ground will illuminate the white
lamp and an open circuit will illuminate the red
lamp.
The logic probe is readily available from elec-
tronic supply sources; a commercial model found
satisfactory is the Kurz-Kasch model LP 520.
(c) The Logic Pulser. This test instrument is simi-
lar in size and shape to the logic probe, and it also
derives its power from the system under test. When
the logic pulser's tip is held against a digital signal
point, the source and sink capabilities of the pulser
override any IC output and the point is driven to the
opposite logic level. If the point that the logic pulser
is held against is low, pressing the switch on the side
of the pulser will introduce a high pulse. Con-
versely, pulsing a high line will pull that line low
momentarily.
During troubleshooting the logic pulser allows
stimulation of in-circuit ICs with a shaped digital
pulse. For example, a certain feature of the game
may not be working and you suspect that a circuit is
not receiving the necessary signal. Use the pulser to
imitate that signal: if the circuit begins working, you
have proved that the signal was in fact missing and
you can begin tracking it down. This technique is
very similar to jumping coils in electromechanical
games such as pinball machines.
■21
In addition to the regular "pulse" button, there
is another switch mounted on the logic pulser.
When this switch is set in the "rep" mode, the in-
strument pulses the digital signal point at a 5-Hz rate
or 5 times per second. This extremely low rate is
slow enough to allow watching events initiated by
the pulser. Counter outputs, for example, are more
easily observed when the counter is pulsed or
clocked at this rate.
The logic pulser is also readily available from
electronic supply sources; a commercial model
found satisfactory is the Kurz-Kasch model HL 583.
(d) Oscilloscope. The most versatile test in-
strument^ and also the most expensive, is the
oscilloscope. The high-speed TTL integrated circuits
used in video games produce fast-rise-time signals.
The oscilloscope should have a 50-MHz bandwidth,
dual trace and dual time base capability. These latter
features allow examination of both input and output
signals simultaneously, so that precise timing rela-
tionships can be checked. The oscilloscope should
also have provision for internal or external sync.
Of the newer, solid-state oscilloscopes, a satis-
factory model is the Tektronix 465.
(e) VOM or Volt-Ohm meter. This common
measuring instrument is extremely useful in video
game troubleshooting. It can be used to check line
voltage, transformer secondary windings, con-
tinuity, resistance, power supply voltages, and to
some extent used for measurements in the analog
circuitry.
One commercial model found satisfactory is the
Simpson 260.
6.2,2 OPTIONAL TEST EQUIPMENT:
(a) The Logic Comparator, This test instru-
ment's main benefit is that it can be used to check
the functioning of an integrated circuit device while
the device is still in place on the printed circuit
board. The logic comparator performs the check by
comparing the suspect ICs functioning with that of
an identical-type reference IC mounted in the in-
strument itself. Suppose that the functioning of a
type-74193 device on the RGB is suspected to be de-
fective. First insert a program card with a known-
to-be-good 74193 into the logic comparator, and
then clip the comparator test leads onto the leads of
the suspect device. If there are any logic state differ-
ences between the reference IC and the suspect IC
under test, then an LED on the logic comparator will
light up to indicate which output is not functioning
correctly. Once a defective IC has been located, it
should be replaced.
Logic comparators are readily available from
electronic supply sources.
(b) Atari Universal Test Fixture. In situations
where a large number of video games are being ser-
viced, investment in the Universal Test Fixture will
be justified. This item of test equipment forms a test
station for troubleshooting printed circuit boards
after they have been removed from the game
cabinet. The Universal Test Fixture has a full set of
controls for operating the game and also has its own
TV monitor. The game's PCB is plugged into an edge
connector mounted on the side of the Fixture; with
this arrangement the PCB is positioned in a conve-
nient way for connecting probes and other test in-
struments.
A program card inserted into a receptacle in the
top of Fixture takes the place of the game's inter-
connect wires. The program card thus sets up the
Fixture for each particular game; the game's name is
clearly printed on the program card itself.
With the Universal Test Fixture the method of
troubleshooting via substitution of known-to-be-
good parts is made fast and convenient. For exam-
pie, suppose that the TV picture in a game is com-
pletely broken up and you want to determine
whether the game or monitor is causing the prob-
lem. Remove the PCB and plug it into the Fixture's
edge connector, and also insert the correct program
card for that game. If the picture on the Fixture's
monitor is correct, then you know that the problem
lies in the game's monitor.
6.3 SPECIFIC TROUBLESHOOTING IN-
FORMATION
The following subparagraphs give additional
troubleshooting information about certain areas of
the Breakout game.
6.3.1 COIN MECHANISM: If a player inserts a coin
and the game does not respond, first check the coin
mechanism. If pressing the coin rejector button
forces the rejector mechanism to return the coin,
then examine the coin to make sure that it is
genuine. If it is, then use a set of your own test coins
(which should include both very new and very old,
worn coins) to determine whether or not the
player's coin is undersize or underweight. If your
test coins are also returned, this indicates that ser-
vicing of the coin acceptor portion of the coin
mechanism is called for. Generally the cause of this
particular problem is an improperly adjusted magnet
gate.
Inside the coin mechanism a magnet is used to
test the metallic composition of the coin. Highly
magnetic coins, such as those made of steel or iron,
will be retained by the magnet and can be returned
by actuating the wiper operating lever. Coins having
comparatively high magnetic properties will be
slowed down by the magnet, and will drop off the
end of the rail short of the "accept" entrance and be
22
returned. Coins having little or no magnetic proper-
ties, such as brass or zinc coins, will pass through
the magnetic field so fast that they will overshoot the
''accept" entrance and be returned.
A magnetic gate adjusted with too large a gap
may pass both genuine and counterfeit coins. An ad-
justment with too small a gap can lead to rejection of
some or even all coins. Over a period of time, the
screw that adjusts the magnet gate has a tendency to
work loose, resulting in a gradual narrowing of the
gate. At first, only the thickest (i.e., newest) coins
are rejected. As time passes, more and more coins
are rejected until finally player complaints lead to
the calling of the game repairman.
If pressing the coin rejector button does not
cause the coin to be returned, and if the game still
does not respond, then check the coin mechanism
to see if the coin is jammed inside.
If you are certain that the coin is genuine, and
that the coin passes through the coin mechanism
and into the cash box, then the lack of game re-
sponse is probably due to some kind of electrical
trouble. Check for signals at the electrical contacts
of the coin mechanism before moving on to the har-
ness and other parts of the circuitry.
6.3.2 TV MONITOR: The TV monitor is a self-
contained unit housed in its own chassis. A trouble's
cause may be narrowed down to the monitor —
either by the substitution method using a known-
to-be-good monitor, or by verifying presence of AC
power to the monitor power supply and presence of
the correct composite video signal. The entire
monitor can then be removed from the game
cabinet. Doing this facilitates troubleshooting steps,
because all monitor components will then be ac-
cessible.
A schematic diagram of the monitor circuitry is
included in Section VII of this manual. After discon-
necting and removing the monitor from the game,
standard TV troubleshooting techniques are
adequate for locating causes of trouble. Additional
servicing information is available from the monitor
manufacturer (Motorola).
6.3.3 ANTENNA STATIC MODIFICATION: This
subparagraph gives a procedure for modifying the
antenna wire connected to pin 17 of the printed cir-
cuit board's edge connector. The antenna is part of
the credit portion of the game circuitry. This static
modification feature is included so that it will not be
possible for a player to obtain bonus games (that is,
game plays without having deposited money into
the game) by inducing a static charge in the coin en-
trance plate or any other metal part of the game —
provided that the antenna has been cut to optimum
length.
The antenna is a wire approximately one foot
long, with one end intentionally left not connected.
When a static discharge occurs, an electric current is
induced in this wire and an impulse is transmitted to
the credit latch circuit. This impulse resets the latch,
turning off game credit and changing the game over
to the attract mode. To test the static modification
feature, touch the end of the antenna wire with your
finger; the body usually has enough capacitance to
trigger the circuitry. Sensitivity of the static modifi-
cation feature can be adjusted by changing the
length of the antenna wire. Lengthening the wire in-
creases sensitivity, so that a lesser charge will turn
off game credit. Cutting the wire shorter decreases
sensitivity, so that a larger charge is required for
triggering the circuit.
If there are problems with static charges acci-
dentally shutting off the game credit, try cutting the
wire shorter, in increments of Vi inch at a time. Be
aware, however, that if the antenna wire is cut too
short, players may be able to obtain free game credit
(bonus games) by inducing a static charge in the
game.
VII.SCHEMATICS DRAWINGS & PARTS LISTS
Number
A004835
A005610
A004836
A005612
A004856
A005623
A004838
A004847
A004533
(none)
Title
Parts List and Drawing
Top Assembly
(LTpright Cabinet)
Parts List and Drawing
Top Assembly
(Cocktail Table Cabinet)
Parts List and Drawing
Control Panel Assembly
(Upright Cabinet)
Parts List and Drawing
Control Panel Assembly
(Cocktail Table Cabinet)
Assembly
Decal Location Diagram
(Upright Cabinet)
Assembly
Decal Location Diagram
(Cocktail Table Cabinet)
Parts List and Drawing
Electronics Tray Assembly
(for both)
Schematic
Harness
(for both)
Schematic, Parts List and Drawing
Printed Circuit Board
(for both)
Schematic
Motorola XM501 Monitor
(for both)
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14600 Winchestei Boukvud
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14600 WincheMo Boulevnd
LoiGitoi, CiUfondi 9S030
SCHEMATIC DIAGRAM
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SHEET 4 OF 4
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PARTS LIST SPECIFICATION
Pa.ge 1 of 3
~
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1
Checkec
Mech. Fng.
Proj . F.ng.
Elec. Hng ,
REV.
F
MF
Rev.
Description
Date
Apprv.
Rev.
Description
Date
^pprv.
A
Peob. QELGkS^e
2/18/76
F
REV PER ECN 2547
,256S
^/t^f7C
B
REV PER ECN 2275,
2276. 2277
3-17-76
t
C
REV PER ECN i^H^,J5M
2387
4-8-76
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4-29-76
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REV PER ECN 2525
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Item
Part Number
Qty.
nr.SCRTPTTON
1
004532-01
1
P.C. Board
2
10-5101
3
Resistor, Carbon, iw, St, 100 OHM
R25,27,32
3
10-5102
15
" •• " " IK OHM
Rl, 5, 6, 11, 12, 13,
R24,30,34,35,44,
18,57
'5.58
k
10-5151
3
ri II II
' 150 OHM
Rl 4^21 ^4.0
5
10-5185
1
II II II
' 1,8m OHM
R54
6
10-52p7
1
M II II
' 2.7 OHM
R49
7
10-5221
3
II It II
' 220 OHM
R17,20,31
8
10-5470
1
It M II
" 47 OHM
R33
9
10-5223
1
11 It II
' 22K OHM
R46
10
10-5273
2
II II II
' 27K OHM
R47,48
11
10-5331
3
1) It II
' 330 OHM
R26,28,29
12
10-5392
6
M M II
' 3.9K OHM
R41-43,51,52
13
10-5333
1
M II II
' 33K OHM
R2
14
10-5471
2
II II II
' 470 OHM
R16,R19
15
10-5473
6
II It II
' 47K OHM
R22, 23, 36-39
16
10-5561
1
II If II
' 560 OHM
R55
17
10-5562
1
M II 11 i
' 5.6K OHM
R3
18
10-5683
1
II M M I
' 68k ohm
R45
19
10-5272
4
Resistor, Carbon, iw, 5% 2.7K OHM
R7-10
20
19-808W4PO
1
Resistor, Wi rewound, lOw 4 OHM,
7.0^ R4
21
10-5123
1
RES, CARBON, ^w, 5%, 12K OHM
R53
22
19-315103
1
Trimpot, lOK
R50
23
24-250105
7
Capacitor, Elect, luf, 25V
014,15,24,26,27,2
9.21
24
24-250106
2
lOuf, 25V
C22,25
25
24-250107
1
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NOTES'. UKiLEliS OTHERWISE SPECIFIED
I. ALL D\DDE^ ARE lNi?l4.
2- THIS A.^»^Y "TO Be uteii y^iTH ooA-^^i. Be.v"o" p.e.&Dt).
fV\ODlF(CAT10MS 10 ASitMBLY F.C . BD. REV'il'
R.esi5IT0K, R52i FROrA 4-7K: TO I'ZIC;
RESI^ITOR, R^-i FR^^A tOOjv TD 47 Ji.,
2, flUT AKiD LIFT PIM Z OF C"?.
3. JUMPER LIFTED TIM 2 dF tg TD PlNi 4 OF O.
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CURREMT VERSION -01
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A
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AQ04533
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